// Deferred shading, store the eye coordinates in a float texture

varying vec3 ec; 
varying vec3 normal; 

void main (void)
{
	gl_FragData[0] = vec4(ec, 1.0);
	gl_FragData[1] = vec4(normal, 1.0);
	gl_FragData[2] = gl_FrontMaterial.diffuse;
}

